Hi there
I've recently converted my material library to the new PhysicalMtl and noticed an effect I hadn't really thought about before:
When a material has a high roughness value it makes the material appear darker when looking at it towards the sun, and brighter when you have the sun at your back.
To recreate:
It seems to be an effect that starts at around 0,5 roughness, and easiest to see when using a cube/plane and a simple corona sun and sky setup. Look at the cube at gracing angles in RT and rotate between having the sun at your back or when looking towards the sun. As you increase the roughness value the materials noticeably darkens when you rotate to look towards the sun.
Is this physically correct?
I've just never seen this effect in real life, and so I started digging online
--Commence rambling--
Is it because the material BRDF(?) tries to emulate a masking and shadowing of microfacets?
This led me to try and check the energy preservation of the material by using what I've learned is called a "white furnace" that is a "a uniform lighting environment set to pure white, to validate the energy preservation property of a BRDF. When energy preservation is achieved, a purely reflective metallic surface (f0=1) should be indistinguishable from the background, no matter the roughness of said surface."
Increasing the roughness of a white(255) material in a white(255) environment is clearly showing a darkening at gracing angles with the PhysicalMtl, but not on the LegacyMtl
If I'm understanding things correctly this is mainly because these different BRDF's(?) all try and emulate a proper physical reaction to light and all fail in different ways. None of these BRDF's are perfect.
This might be entirely unrelated and is a bit out of my area of expertise so excuse my ignorance on the subject.
--Rambling over--
Anyway, if this darkening is indeed wrong, I would like to know how to deal with it.
Maybe one should try and keep roughness below 0,5 or even use the legacy material for very rough surfaces? I noticed the legacy material staying completely invisible in the "white furnace", but it probably has other issues, I'm sure I've read some old complaints about it.
If on the other hand this effect is physically accurate, what materials can have this effect? I would be interested in fine tuning my materials even further and would like to check this out in real life.